Combat Special Effects - Defensive
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Transcript of Combat Special Effects - Defensive
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Defensive Special Effects Blind Opponent (Defender Criticals) defender briefly blinds his opponent by throwing sand, reflecting
sunlight off his shield The attacker must make an opposed roll of his Evade skill (or Weapon
style if using a shield) vs the defenders original parry roll. If the attacker fails he suffers the Blindness situational modifier for the next 1d3 turns.
Enhance Parry (Defender Criticals) Defender manages to deflect the entire force of an attack, no matter the
Size of his weapon.
Pin Weapon (Defender Criticals) Pin one of his opponents weapons or shield, using his body or
positioning to hold it in place. On his turn the opponent may attempt to wrestle or manoeuvre the
pinned item free. Costs an Action Point (see Grip). Failure means that the pinned item remains unusable.
In the meantime, an opponent lacking a weapon or shield in the other hand may only avoid an attack by evading, using his Unarmed skill or disengaging completely.
Slip Free (Defender Criticals) On a critical the defender can automati- cally escape being Entangled,
Gripped, or Pinned.
Accidental Injury (Attacker Fumbles) The defender deflects or twists an opponents attack in such a way that
he fumbles, injuring himself. The attacker must roll damage against himself in a random hit location
using the weapon used to strike. If unarmed he tears or breaks something internal, the damage roll ignoring any armour.
Force Failure (Attacker Fumbles) Used when an opponent fumbles, the character can combine Force
Failure with any other Special Effect which requires an opposed roll to work. Force Failure causes the opponent to fail his resistance roll by default thereby automatically be disarmed, tripped, etc.
Select Target (Attacker Fumbles) When an attacker fumbles, the defender may manoeuvre or deflect the
blow in such a way that it hits an adjacent bystander instead. This requires that the new target is within reach of the attackers close
combat weapon, or in the case of a ranged attack, is standing along the line of fire.
The new victim is taken completely by surprise by the unexpected accident and has no chance to avoid the attack which automatically hits. In compensation however, they suffer no special effect.
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Defensive Special Effects Damage Weapon Damage opponents weapon. Weapon AP reduce damage Disarm Opponent Knocks, yanks or twists the opponents weapon out of his hand. Disarming works only on creatures of up to twice the attackers STR. Opposed roll of his Combat Style vs the original roll. Weapon is flung a distance roll of the disarmer's Damage Modifier in
metres. If no Damage Modifier then drops at the feet. Each step that the disarming characters weapon is larger increases the
difficulty of the opponents roll by one grade and conversely Overextend Opponent The defender sidesteps or retreats at an inconvenient moment, causing
the attacker to overreach himself. Opponent cannot attack on his next turn. This special effect can be stacked.
Trip opponent The character attempts to overbalance or throw his opponent to the
ground. An opposed roll of his Brawn, Evade or Acrobatics vs the original roll.
Failure = falls prone. Quadruped+ opponents may use their Athletics skill for Evade with 1 grade easier
Arise (Move) Allows the defender to use a momentary opening to roll to their feet.
Close Range (Move) end up at the Range favoured by the shorter weapon (see Weapon
Reach page 157). Open Range (Move) Permits the character to automatically change the engagement range
between himself and his opponent, so that they end up at the Range favoured by the longer weapon (see (see Weapon Reach - Closing and Opening Range page 157).
Withdraw (Move) The defender may automatically withdraw out of reach, breaking off
engagement with that particular opponent. Compel Surrender (against disadvantaged opponent) Force the surrender of a disadvantaged opponent; (has been disarmed,
unable to regain his footing, serious (or worse) wound) If understands the demand, the target must make an opposed roll of
Willpower vs the original attack or parry roll. If the target fails, they capitulate.
Entangle ( Entangling Weapons) immobilise the location struck. An entangled arm cannot use whatever it
is holding; a snared leg prevents the target from moving; whilst an enmeshed head, chest or abdomen makes all skill rolls one grade harder.
following turn the wielder may spend an Action Point to make an automatic Trip Opponent attempt.
An entangled victim can attempt to free himself on his turn by either attempting an opposed roll using Brawn to yank free, or win a Special Effect and select Damage Weapon, Disarm Opponent or Slip Free.
Inject Venom (Venomous or Inject Venom weapon) No damage finds a weak point in armor for poisoning.
Stand Fast (Against Knockback) The defender braces himself against the force of an attack, allowing
them to avoid the Knockback effects of any damage received.
Take Weapon (Unarmed) Allows an unarmed character to yank or twist an opponents weapon out
of his hand. An opposed roll of Combat Style vs the characters original Unarmed
roll. Failure = his weapon is taken and from that moment on, may be used by the character instead.
Technique only works on creatures of up to twice the attackers STR